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573 lines
19 KiB
573 lines
19 KiB
/*
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* Copyright 2012, Gregg Tavares.
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above
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* copyright notice, this list of conditions and the following disclaimer
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* in the documentation and/or other materials provided with the
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* distribution.
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* * Neither the name of Gregg Tavares. nor the names of his
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* contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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/* global define, globalThis */
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(function(root, factory) { // eslint-disable-line
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if (typeof define === 'function' && define.amd) {
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// AMD. Register as an anonymous module.
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define([], function() {
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return factory.call(root);
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});
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} else {
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// Browser globals
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root.webglDebugHelper = factory.call(root);
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}
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}(this || globalThis, function() {
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'use strict'; // eslint-disable-line
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//------------ [ from https://github.com/KhronosGroup/WebGLDeveloperTools ]
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/*
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** Copyright (c) 2012 The Khronos Group Inc.
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**
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** Permission is hereby granted, free of charge, to any person obtaining a
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** copy of this software and/or associated documentation files (the
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** "Materials"), to deal in the Materials without restriction, including
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** without limitation the rights to use, copy, modify, merge, publish,
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** distribute, sublicense, and/or sell copies of the Materials, and to
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** permit persons to whom the Materials are furnished to do so, subject to
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** the following conditions:
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**
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** The above copyright notice and this permission notice shall be included
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** in all copies or substantial portions of the Materials.
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**
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** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
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*/
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/**
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* Types of contexts we have added to map
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*/
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const mappedContextTypes = {};
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/**
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* Map of numbers to names.
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* @type {Object}
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*/
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const glEnums = {};
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/**
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* Map of names to numbers.
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* @type {Object}
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*/
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const enumStringToValue = {};
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/**
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* Initializes this module. Safe to call more than once.
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* @param {!WebGLRenderingContext} ctx A WebGL context. If
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* you have more than one context it doesn't matter which one
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* you pass in, it is only used to pull out constants.
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*/
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function addEnumsForContext(ctx, type) {
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if (!mappedContextTypes[type]) {
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mappedContextTypes[type] = true;
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for (const propertyName in ctx) {
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if (typeof ctx[propertyName] === 'number') {
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glEnums[ctx[propertyName]] = propertyName;
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enumStringToValue[propertyName] = ctx[propertyName];
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}
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}
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}
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}
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function enumArrayToString(enums) {
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const enumStrings = [];
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if (enums.length) {
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for (let i = 0; i < enums.length; ++i) {
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enums.push(glEnumToString(enums[i])); // eslint-disable-line
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}
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return '[' + enumStrings.join(', ') + ']';
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}
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return enumStrings.toString();
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}
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function makeBitFieldToStringFunc(enums) {
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return function(value) {
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let orResult = 0;
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const orEnums = [];
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for (let i = 0; i < enums.length; ++i) {
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const enumValue = enumStringToValue[enums[i]];
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if ((value & enumValue) !== 0) {
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orResult |= enumValue;
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orEnums.push(glEnumToString(enumValue)); // eslint-disable-line
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}
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}
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if (orResult === value) {
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return orEnums.join(' | ');
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} else {
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return glEnumToString(value); // eslint-disable-line
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}
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};
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}
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const destBufferBitFieldToString = makeBitFieldToStringFunc([
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'COLOR_BUFFER_BIT',
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'DEPTH_BUFFER_BIT',
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'STENCIL_BUFFER_BIT',
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]);
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/**
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* Which arguments are enums based on the number of arguments to the function.
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* So
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* 'texImage2D': {
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* 9: { 0:true, 2:true, 6:true, 7:true },
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* 6: { 0:true, 2:true, 3:true, 4:true },
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* },
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*
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* means if there are 9 arguments then 6 and 7 are enums, if there are 6
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* arguments 3 and 4 are enums. Maybe a function as well in which case
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* value is passed to function and returns a string
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*
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* @type {!Object.<number, (!Object.<number, string>|function)}
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*/
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const glValidEnumContexts = {
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// Generic setters and getters
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'enable': {1: { 0:true }},
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'disable': {1: { 0:true }},
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'getParameter': {1: { 0:true }},
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// Rendering
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'drawArrays': {3:{ 0:true }},
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'drawElements': {4:{ 0:true, 2:true }},
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'drawArraysInstanced': {4: { 0:true }},
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'drawElementsInstanced': {5: {0:true, 2: true }},
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'drawRangeElements': {6: {0:true, 4: true }},
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// Shaders
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'createShader': {1: { 0:true }},
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'getShaderParameter': {2: { 1:true }},
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'getProgramParameter': {2: { 1:true }},
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'getShaderPrecisionFormat': {2: { 0: true, 1:true }},
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// Vertex attributes
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'getVertexAttrib': {2: { 1:true }},
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'vertexAttribPointer': {6: { 2:true }},
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'vertexAttribIPointer': {5: { 2:true }}, // WebGL2
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// Textures
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'bindTexture': {2: { 0:true }},
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'activeTexture': {1: { 0:true }},
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'getTexParameter': {2: { 0:true, 1:true }},
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'texParameterf': {3: { 0:true, 1:true }},
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'texParameteri': {3: { 0:true, 1:true, 2:true }},
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'texImage2D': {
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9: { 0:true, 2:true, 6:true, 7:true },
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6: { 0:true, 2:true, 3:true, 4:true },
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10: { 0:true, 2:true, 6:true, 7:true }, // WebGL2
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},
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'texImage3D': {
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10: { 0:true, 2:true, 7:true, 8:true }, // WebGL2
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11: { 0:true, 2:true, 7:true, 8:true }, // WebGL2
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},
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'texSubImage2D': {
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9: { 0:true, 6:true, 7:true },
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7: { 0:true, 4:true, 5:true },
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10: { 0:true, 6:true, 7:true }, // WebGL2
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},
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'texSubImage3D': {
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11: { 0:true, 8:true, 9:true }, // WebGL2
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12: { 0:true, 8:true, 9:true }, // WebGL2
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},
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'texStorage2D': { 5: { 0:true, 2:true }}, // WebGL2
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'texStorage3D': { 6: { 0:true, 2:true }}, // WebGL2
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'copyTexImage2D': {8: { 0:true, 2:true }},
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'copyTexSubImage2D': {8: { 0:true }},
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'copyTexSubImage3D': {9: { 0:true }}, // WebGL2
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'generateMipmap': {1: { 0:true }},
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'compressedTexImage2D': {
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7: { 0: true, 2:true },
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8: { 0: true, 2:true }, // WebGL2
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},
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'compressedTexSubImage2D': {
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8: { 0: true, 6:true },
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9: { 0: true, 6:true }, // WebGL2
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},
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'compressedTexImage3D': {
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8: { 0: true, 2: true, }, // WebGL2
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9: { 0: true, 2: true, }, // WebGL2
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},
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'compressedTexSubImage3D': {
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9: { 0: true, 8: true, }, // WebGL2
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10: { 0: true, 8: true, }, // WebGL2
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},
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// Buffer objects
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'bindBuffer': {2: { 0:true }},
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'bufferData': {
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3: { 0:true, 2:true },
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4: { 0:true, 2:true }, // WebGL2
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5: { 0:true, 2:true }, // WebGL2
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},
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'bufferSubData': {
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3: { 0:true },
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4: { 0:true }, // WebGL2
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5: { 0:true }, // WebGL2
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},
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'copyBufferSubData': {
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5: { 0:true }, // WeBGL2
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},
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'getBufferParameter': {2: { 0:true, 1:true }},
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'getBufferSubData': {
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3: { 0: true, }, // WebGL2
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4: { 0: true, }, // WebGL2
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5: { 0: true, }, // WebGL2
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},
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// Renderbuffers and framebuffers
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'pixelStorei': {2: { 0:true, 1:true }},
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'readPixels': {
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7: { 4:true, 5:true },
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8: { 4:true, 5:true }, // WebGL2
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},
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'bindRenderbuffer': {2: { 0:true }},
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'bindFramebuffer': {2: { 0:true }},
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'blitFramebuffer': {10: { 8: destBufferBitFieldToString, 9:true }}, // WebGL2
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'checkFramebufferStatus': {1: { 0:true }},
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'framebufferRenderbuffer': {4: { 0:true, 1:true, 2:true }},
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'framebufferTexture2D': {5: { 0:true, 1:true, 2:true }},
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'framebufferTextureLayer': {5: {0:true, 1:true }}, // WebGL2
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'getFramebufferAttachmentParameter': {3: { 0:true, 1:true, 2:true }},
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'getInternalformatParameter': {3: {0:true, 1:true, 2:true }}, // WebGL2
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'getRenderbufferParameter': {2: { 0:true, 1:true }},
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'invalidateFramebuffer': {2: { 0:true, 1: enumArrayToString, }}, // WebGL2
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'invalidateSubFramebuffer': {6: {0: true, 1: enumArrayToString, }}, // WebGL2
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'readBuffer': {1: {0: true}}, // WebGL2
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'renderbufferStorage': {4: { 0:true, 1:true }},
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'renderbufferStorageMultisample': {5: { 0: true, 2: true }}, // WebGL2
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// Frame buffer operations (clear, blend, depth test, stencil)
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'clear': {1: { 0: destBufferBitFieldToString }},
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'depthFunc': {1: { 0:true }},
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'blendFunc': {2: { 0:true, 1:true }},
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'blendFuncSeparate': {4: { 0:true, 1:true, 2:true, 3:true }},
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'blendEquation': {1: { 0:true }},
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'blendEquationSeparate': {2: { 0:true, 1:true }},
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'stencilFunc': {3: { 0:true }},
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'stencilFuncSeparate': {4: { 0:true, 1:true }},
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'stencilMaskSeparate': {2: { 0:true }},
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'stencilOp': {3: { 0:true, 1:true, 2:true }},
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'stencilOpSeparate': {4: { 0:true, 1:true, 2:true, 3:true }},
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// Culling
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'cullFace': {1: { 0:true }},
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'frontFace': {1: { 0:true }},
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// ANGLE_instanced_arrays extension
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'drawArraysInstancedANGLE': {4: { 0:true }},
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'drawElementsInstancedANGLE': {5: { 0:true, 2:true }},
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// EXT_blend_minmax extension
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'blendEquationEXT': {1: { 0:true }},
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// Multiple Render Targets
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'drawBuffersWebGL': {1: {0: enumArrayToString, }}, // WEBGL_draw_bufers
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'drawBuffers': {1: {0: enumArrayToString, }}, // WebGL2
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'clearBufferfv': {
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4: {0: true }, // WebGL2
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5: {0: true }, // WebGL2
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},
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'clearBufferiv': {
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4: {0: true }, // WebGL2
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5: {0: true }, // WebGL2
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},
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'clearBufferuiv': {
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4: {0: true }, // WebGL2
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5: {0: true }, // WebGL2
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},
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'clearBufferfi': { 4: {0: true}}, // WebGL2
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// QueryObjects
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'beginQuery': { 2: { 0: true }}, // WebGL2
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'endQuery': { 1: { 0: true }}, // WebGL2
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'getQuery': { 2: { 0: true, 1: true }}, // WebGL2
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'getQueryParameter': { 2: { 1: true }}, // WebGL2
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// Sampler Objects
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'samplerParameteri': { 3: { 1: true }}, // WebGL2
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'samplerParameterf': { 3: { 1: true }}, // WebGL2
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'getSamplerParameter': { 2: { 1: true }}, // WebGL2
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// Sync objects
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'clientWaitSync': { 3: { 1: makeBitFieldToStringFunc(['SYNC_FLUSH_COMMANDS_BIT']) }}, // WebGL2
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'fenceSync': { 2: { 0: true }}, // WebGL2
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'getSyncParameter': { 2: { 1: true }}, // WebGL2
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// Transform Feedback
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'bindTransformFeedback': { 2: { 0: true }}, // WebGL2
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'beginTransformFeedback': { 1: { 0: true }}, // WebGL2
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// Uniform Buffer Objects and Transform Feedback Buffers
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'bindBufferBase': { 3: { 0: true }}, // WebGL2
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'bindBufferRange': { 5: { 0: true }}, // WebGL2
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'getIndexedParameter': { 2: { 0: true }}, // WebGL2
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'getActiveUniforms': { 3: { 2: true }}, // WebGL2
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'getActiveUniformBlockParameter': { 3: { 2: true }}, // WebGL2
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};
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/**
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* Gets an string version of an WebGL enum.
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*
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* Example:
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* var str = WebGLDebugUtil.glEnumToString(ctx.getError());
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*
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* @param {number} value Value to return an enum for
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* @return {string} The string version of the enum.
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*/
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function glEnumToString(value) {
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const name = glEnums[value];
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return (name !== undefined)
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? `gl.${name}`
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: `/*UNKNOWN WebGL ENUM*/ 0x${value.toString(16)}`;
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}
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/**
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* Returns the string version of a WebGL argument.
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* Attempts to convert enum arguments to strings.
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* @param {string} functionName the name of the WebGL function.
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* @param {number} numArgs the number of arguments passed to the function.
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* @param {number} argumentIndx the index of the argument.
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* @param {*} value The value of the argument.
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* @return {string} The value as a string.
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*/
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function glFunctionArgToString(functionName, numArgs, argumentIndex, value) {
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const funcInfos = glValidEnumContexts[functionName];
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if (funcInfos !== undefined) {
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const funcInfo = funcInfos[numArgs];
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if (funcInfo !== undefined) {
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const argType = funcInfo[argumentIndex];
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if (argType) {
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if (typeof argType === 'function') {
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return argType(value);
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} else {
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return glEnumToString(value);
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}
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}
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}
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}
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if (value === null) {
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return 'null';
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} else if (value === undefined) {
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return 'undefined';
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} else {
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return value.toString();
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}
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}
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/**
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* Converts the arguments of a WebGL function to a string.
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* Attempts to convert enum arguments to strings.
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*
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* @param {string} functionName the name of the WebGL function.
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* @param {number} args The arguments.
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* @return {string} The arguments as a string.
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*/
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function glFunctionArgsToString(functionName, args) {
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// apparently we can't do args.join(",");
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const argStrs = [];
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const numArgs = args.length;
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for (let ii = 0; ii < numArgs; ++ii) {
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argStrs.push(glFunctionArgToString(functionName, numArgs, ii, args[ii]));
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}
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return argStrs.join(', ');
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}
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function makePropertyWrapper(wrapper, original, propertyName) {
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wrapper.__defineGetter__(propertyName, function() { // eslint-disable-line
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return original[propertyName];
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});
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// TODO(gmane): this needs to handle properties that take more than
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// one value?
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wrapper.__defineSetter__(propertyName, function(value) { // eslint-disable-line
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original[propertyName] = value;
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});
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}
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/**
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* Given a WebGL context returns a wrapped context that calls
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* gl.getError after every command and calls a function if the
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* result is not gl.NO_ERROR.
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*
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* @param {!WebGLRenderingContext} ctx The webgl context to
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* wrap.
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* @param {!function(err, funcName, args): void} opt_onErrorFunc
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* The function to call when gl.getError returns an
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* error. If not specified the default function calls
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* console.log with a message.
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* @param {!function(funcName, args): void} opt_onFunc The
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* function to call when each webgl function is called.
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* You can use this to log all calls for example.
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* @param {!WebGLRenderingContext} opt_err_ctx The webgl context
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* to call getError on if different than ctx.
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*/
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function makeDebugContext(ctx, options) {
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options = options || {};
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const errCtx = options.errCtx || ctx;
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const onFunc = options.funcFunc;
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const sharedState = options.sharedState || {
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numDrawCallsRemaining: options.maxDrawCalls || -1,
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wrappers: {},
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};
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options.sharedState = sharedState;
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const errorFunc = options.errorFunc || function(err, functionName, args) {
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console.error(`WebGL error ${glEnumToString(err)} in ${functionName}(${glFunctionArgsToString(functionName, args)})`); /* eslint-disable-line no-console */
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};
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// Holds booleans for each GL error so after we get the error ourselves
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// we can still return it to the client app.
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|
const glErrorShadow = { };
|
|
const wrapper = {};
|
|
|
|
function removeChecks() {
|
|
Object.keys(sharedState.wrappers).forEach(function(name) {
|
|
const pair = sharedState.wrappers[name];
|
|
const wrapper = pair.wrapper;
|
|
const orig = pair.orig;
|
|
for (const propertyName in wrapper) {
|
|
if (typeof wrapper[propertyName] === 'function') {
|
|
wrapper[propertyName] = orig[propertyName].bind(orig);
|
|
}
|
|
}
|
|
});
|
|
}
|
|
|
|
function checkMaxDrawCalls() {
|
|
if (sharedState.numDrawCallsRemaining === 0) {
|
|
removeChecks();
|
|
}
|
|
--sharedState.numDrawCallsRemaining;
|
|
}
|
|
|
|
function noop() {
|
|
}
|
|
|
|
// Makes a function that calls a WebGL function and then calls getError.
|
|
function makeErrorWrapper(ctx, functionName) {
|
|
const check = functionName.substring(0, 4) === 'draw' ? checkMaxDrawCalls : noop;
|
|
return function() {
|
|
if (onFunc) {
|
|
onFunc(functionName, arguments);
|
|
}
|
|
const result = ctx[functionName].apply(ctx, arguments);
|
|
const err = errCtx.getError();
|
|
if (err !== 0) {
|
|
glErrorShadow[err] = true;
|
|
errorFunc(err, functionName, arguments);
|
|
}
|
|
check();
|
|
return result;
|
|
};
|
|
}
|
|
|
|
function makeGetExtensionWrapper(ctx, wrapped) {
|
|
return function() {
|
|
const extensionName = arguments[0];
|
|
let ext = sharedState.wrappers[extensionName];
|
|
if (!ext) {
|
|
ext = wrapped.apply(ctx, arguments);
|
|
if (ext) {
|
|
const origExt = ext;
|
|
ext = makeDebugContext(ext, {...options, errCtx: ctx});
|
|
sharedState.wrappers[extensionName] = { wrapper: ext, orig: origExt };
|
|
addEnumsForContext(origExt, extensionName);
|
|
}
|
|
}
|
|
return ext;
|
|
};
|
|
}
|
|
|
|
// Make a an object that has a copy of every property of the WebGL context
|
|
// but wraps all functions.
|
|
for (const propertyName in ctx) {
|
|
if (typeof ctx[propertyName] === 'function') {
|
|
if (propertyName !== 'getExtension') {
|
|
wrapper[propertyName] = makeErrorWrapper(ctx, propertyName);
|
|
} else {
|
|
const wrapped = makeErrorWrapper(ctx, propertyName);
|
|
wrapper[propertyName] = makeGetExtensionWrapper(ctx, wrapped);
|
|
}
|
|
} else {
|
|
makePropertyWrapper(wrapper, ctx, propertyName);
|
|
}
|
|
}
|
|
|
|
// Override the getError function with one that returns our saved results.
|
|
if (wrapper.getError) {
|
|
wrapper.getError = function() {
|
|
for (const err of Object.keys(glErrorShadow)) {
|
|
if (glErrorShadow[err]) {
|
|
glErrorShadow[err] = false;
|
|
return err;
|
|
}
|
|
}
|
|
return ctx.NO_ERROR;
|
|
};
|
|
}
|
|
|
|
if (wrapper.bindBuffer) {
|
|
sharedState.wrappers['webgl'] = { wrapper: wrapper, orig: ctx };
|
|
addEnumsForContext(ctx, ctx.bindBufferBase ? 'WebGL2' : 'WebGL');
|
|
}
|
|
|
|
return wrapper;
|
|
}
|
|
|
|
return {
|
|
makeDebugContext,
|
|
glFunctionArgsToString,
|
|
glFunctionArgToString,
|
|
glEnumToString,
|
|
};
|
|
|
|
}));
|
|
|
|
|